With again over a thousand fixes and several important updates that were planned for the 2. February 14, A number of critical fixes were done as part of the corrective release 2. Make sure you update for a rock solid 2. Released on March 12th, The new Mantaflow system allows you to create mind-blowing fire and smoke simulations. USD files can contain complex layering, overriding, and references to other files. Geometry node now has a Random Per Island option, to randomize textures or colors for different components within a mesh.
Math node has new operations: trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt. A new AOV Output node can be put anywhere in your shader node tree and will be exposed as a custom render pass.
BVH build time on Windows has been significantly reduced by using a better memory allocator, making it similar to Linux and macOS performance. Read more. Read more 10 Samples. No denoise. AI Denoise. EEVEE Many improvements such as better group node sockets, normal mapping for non-mesh objects, performance and quality of render passes.
IK segments property to control how many IK bones are going to be created for posing. Hold Ctrl to twist the deformation.
Slides the topology of the mesh in the direction of the stroke while trying to preserve the volume. The bevel tool and modifier now have the ability use modified profiles beyond the existing super-ellipse control.
The user interface and user experience keeps getting polished in 2. Now, when you have a tool active, you can still easily box, lasso or circle select when you click and drag outside the gizmo.
This helps pipelines that depends on different software to have a common set of libraries they are all compatible with. The donation program to support maintaining and improving Blender, for everyone.
Power Your Pipeline Download Blender 2. The second update of the Blender 2. February 14, Light Your Fire The new Mantaflow system allows you to create mind-blowing fire and smoke simulations. Improved Cloth Simulations.GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. Work fast with our official CLI.
Learn more. If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. Mac users warning : currently the addon does not work on Mac with Blender 2. Please do not report the issue here, it's already solved with Blender 2.
Check the bug report. There are a lot of possibilities to create a 3D terrain from geographic data with BlenderGIS, check the Flowchart to have an overview.
Exemple : import vector contour lines, create faces by triangulation and put a topographic raster texture. Grab geodata directly from the web : display dynamics web maps inside Blender 3d view, requests for OpenStreetMap data buildings, roads And more : Manage georeferencing informations of a scene, compute a terrain mesh by Delaunay triangulation, drop objects on a terrain mesh, make terrain analysis using shader nodes, setup new cameras from geotagged photos, setup a camera to render with Blender a new georeferenced raster.OPENING BLENDER ‘TERRAIN MIXER’ FOR THE 1ST TIME
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Blender Stack Exchange is a question and answer site for people who use Blender to create 3D graphics, animations, or games. It only takes a minute to sign up. I am trying the knife project feature that I saw in the answer here but it doesn't work for my terrain mesh using the terrain plugin. Any ideas of how I can cut the mesh up quickly in to chunks. I've been doing it manually so far, but it takes forever to do as some terrains can be rather big. I don't mind having to do a little clean up of the mesh after.
Displaced dense grid mesh split 2 in x, 2 in y. Since the map is one continuous mesh and you wish to split into a grid, have used a modified version of Codemanx's answer. To generate a map, you want to add a Plane and apply two Array modifiers ; one to extend on X, the other on Y. This way you have an iterative object, so you can add some other modifiers on top bellow in the menu like a Displace! You need to set the 'Texture coordinate' field to Global.
If you use subsurface use simple subdivision and watch their stacking order. You can apply the modifiers, you'll notice that the new mesh is not merged, go on and customize here if needed but dont give it to much details for now. The very small objects should be added via seamless textures and different stencil must be used at different point on the texture stack to fake the ground. This is a ground with a cloud texture into the displace.
Sign up to join this community. The best answers are voted up and rise to the top. Slice up terrain mesh into chunks Ask Question. Asked 3 years, 4 months ago. Active 1 year, 7 months ago. Viewed 2k times. I also tried some answers here that contain some Python scripts, but couldn't get them to work.
Picture below shows the knife project method following instructions from linked answer. Thanks Edit: Example of mesh terrain is usually much large than this that I am trying to break into chunks. How I am manually doing it. Blend file that contains terrain and grid for the knife projecting method.
Also if you are doing something manually, explaining that will be useful to a scripter to answer this q. Also added the Blend file that I was using for testing. Keep in mind that meshes for the games need to have as small amount of geometry as possible.Forums New posts Search forums. What's new New posts New resources New profile posts. Members Current visitors New profile posts Search profile posts.
Resources Latest reviews Search resources. Log in Register. Search titles only. Search Advanced search…. New posts. Search forums. Log in. Install the app. Which the release of FS we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS in one forum becomes a bit messy.
So therefore we would like to ask you all to use the following guidelines when posting your questions: Tag FS specific questions with the MSFS tag. Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
Questions about aircraft design can be posted in the Aircraft design forum Questions about airport design can be posted in the FS airport design forum. Once airport development tools have been updated for FS you can post tool speciifc questions in the subforums of those tools as well of course. Questions about terrain design can be posted in the FS terrain design forum. Questions about SimConnect can be posted in the SimConnect forum. Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.
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Blender, made by you
Blender 2. Thread starter Dietmar Start date 14 Nov To create this article, volunteer authors worked to edit and improve it over time. This article has been viewed 40, times.
Learn more Materials and textures are what makes a model look more realistic and appealing. Here is how to make them in Blender, a free, open-source 3D modelling program.
For this tutorial, a relatively complex model will be used, but you can do this just as well with a simple shape, such as a cube or sphere.
You can adjust the color and reflection diffuse and specular settings here. The intensity slider will adjust how prominent the reflection is, and the "hardness" slider will affect the sharpness. For this example, an orange material with a soft reflection will be used. Press F12 to render the image. It should have the selected material applied to it. Part 2 of If you want to add a texture to the model, go to the "Texture" tab.The land is quite large The survey information is in the form of contour lines.
Each contour line has many vertices along it. There are about vertices for the entire survey. I want to create terrain from the contour lines and smooth it out. I have tried everything I could Google and nothing seems to work; create faces, fill faces, grid fill.
Does anyone know how to fix the shrink-wrap modifier? Is there another way for me to achieve this in Blender 2. Shrinkwrap Example. In all programs that I have experiece with - Rhino, Revit, Autocad, and Blender, terrain based on contours is done with the same underlying algorithm - delaunay triangulation.
I suggest doing a few contour lines to see the initial result. The result will be a triangulated mesh, but you can then project a subdivided surface with the shrinkwrap modifier, if you need something a bit smoother. Thanks for your response. Does it work with Blender 2. Hi, Scipy python mudule provide a fast alternative to pure python Qgis delaunay based implementation. Around 2. Hi, I am trying to achieve the same thing here but failing.
Blender 2.8 setup for FSX
I have GIS installed in Blender 2. I say that to show that it works as expected. What I am trying to do is import a shp file contours and a tiff file picture of the ground to make a simple terrain based on the contours.
I cannot work out what to do. Can you help. I cannot upload files yet, I have the tif and shp files to hand but perhaps I am missing something.
Ok, I worked out all the things I was doing wrong. I was not importing the shp with the correct CRS and I had to try a lot before I found the one which mapped to my shp file.
Then I found that I was also not importing the raster tiff correctly, selecting the contour mesh as the mesh, instead of the new TIN layer which was created. There are a few nuances, which are skipped over in the youtube videos I have watched. Got there in the end in 2. Blender 2.
Hi there Blender Artists Community. Many thanks. Never mind. I just realised you included a link. That did the job perfectly!
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Thanks very much for your help. I suspect that I have not made the shp file in the right format??The 2. To the tirelessly devoted developers. To the artists inspiring them with demos. To the documentation writers.
To the Blender Cloud subscribers. To the bug reporters. To the designers. To the Code Quest supporters. To the donators and to the members of the Development Fund.
Blender is made by you. Blender 2. A new dark theme and modern icon set were introduced. Keyboard, mouse and tablet interaction got a refresh with left click select as the new default. Quick Favorites menus provide rapid access to often-used tools. Templates and workspaces let you quickly get started with tasks like sculpting, texture painting or motion tracking.
They can be customized to create your own efficient working environment. Thanks to the new modern 3D viewport you will be able to display a scene optimized for the task you are performing. A new Workbench render engine was designed for getting work done in the viewport, supporting tasks like scene layout, modeling and sculpting.
The engine also feature overlays, providing fine control over which utilities are visible on top of the render. Overlays also work on top of Eevee and Cycles render previews, so you can edit and paint the scene with full shading.
The 3D viewport and UV editor have new interactive tools and gizmos, along with a new toolbar. These make it easier for new users to start using Blender, and for existing users to discover and use tools that previously required obscure key combinations. Besides gizmos for tools, various elements like lights, camera, and the compositing backdrop image now have handles to adjust their shape or other attributes.